This week I visited the Blender Institute and decided to wrap up the multiview project. But since I had an Oculus DK2 with me I decided to patch multiview to support Virtual Reality gadgets. There is something tricky about them. You can’t just render a...

The new dependency graph enables several corner cases that were not possible in the old system, In part by making evaluation finer grained – and in part by enabling driving from new datablocks. A nice image to illustrate this is the data block popup in...

Hi there! It’s probably time to make this somewhat official: Here is a selection of the most pressing “big ticket” animation related developments currently on my todo list. Do note that this is not an exhaustive list (for which there are many other items), but...

Hello! I’m visiting here to talk about work being done by Sergey, Joshua, Lukas and others updating Blender’s dependency graph. Anyone can test it by building the depsgraph_refactor branch from git. How? To make things interesting I’m testing on Elephants Dream files. To do this,...

So, as some of you may know already, since December 2014 and my three weeks spent in Amsterdam at BI, I’ve started working on the asset topic. So far, I did not do anything really directly related to assets (except early designing) – rather, I’ve...

As outlined in the previous post there are some technical and feature targets we want to achieve. Recapping here: 1) Performance boost for drawing code. Make sure we use the best drawing method always to pass data to the GPU/Support features that are only available...

Encompassing a broad issue with decentralized code such as real time drawing under the umbrella of the “Viewport” project, might be slightly misleading. The viewport project, essentially encapsulates a few technical and artistic targets such as: Performance improvement in viewport drawing, allowing greater vertex counts...

The Blender hair system will get a number of improvements for the Gooseberry project. Especially the hair dynamics have to be improved and integrated better into the set of artistic tools to allow animators to control and tweak the hair system efficiently. We have a...

Cycles allows for photo-realistic rendering. Part of the realism comes from the simulation of photography parameters, such as lens, aperture size, and depth of field. When simulating anamorphic lens, there is something Cycles still miss which is anamorphic bokeh. Generally speaking “bokeh” is the shape...

One of the common complaints with the Blender Game Engine is with publishing games. While there are many issues related to publishing with the BGE, one issue is the lack of a simple, user-friendly way to publish to multiple platforms. Steps are being taken to...

For the 2.71 release, we’ve been working on improving support for game developers using Blender with external engines. To this end, Bastien Montagne has been working on a new FBX exporter, and I have been evaluating workflows to various external engines. Dalai Felinto has also...

Just a quick update on what’s happening in the opensubdiv-modifier branch in the Blender Git repository. This is an initial integration of GPU tessellation in Blender, it’s totally not final and still loads of work to be done to make this project master-ready. But there...